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- From: trs80@tartarus.uwa.edu.au (James Andrewartha)
- Newsgroups: rec.games.roguelike.angband,rec.games.roguelike.announce,rec.answers,news.answers
- Subject: rec.games.roguelike.angband FAQ part 1
- Followup-To: rec.games.roguelike.angband
- Date: Mon, 10 Nov 2003 08:36:30 +0000 (UTC)
- Organization: Adventurers Anonymous
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- Summary: Answers to common questions about the roguelike game Angband
- User-Agent: nn/6.6.5+RFC1522
- Xref: senator-bedfellow.mit.edu rec.games.roguelike.angband:202401 rec.games.roguelike.announce:802 rec.answers:83668 news.answers:261414
-
- Archive-name: games/roguelike/angband-faq
- Last-modified: 2003-10-24
- Version: 0.3.1
- Posting-frequency: fortnightly
- Maintainer: James Andrewartha (trs80@tartarus.uwa.edu.au)
- URL: <ftp://clockwork.dementia.org/angband/Help/angfaq1.html>
- URL: <http://tartarus.uwa.edu.au/~trs80/angfaq1.html>
-
- ----------------------------------------------------------------------------
- Angband Frequently Asked Questions - Part 1 (Non-spoilers)
- ----------------------------------------------------------------------------
-
- Originally compiled and maintained by Jason Holtzapple.
- Previously maintained by Ben Harrison (benh@phial.com).
- Currently maintained by James Andrewartha (trs80@tartarus.uwa.edu.au).
- For Angband 3.0.3 - May be inaccurate with other versions and variants.
- Modified in most recent update: 1g, suggested by pelpel.
-
- Angband FAQ Part Two (Spoilers) is available separately, however it is not
- up to date.
-
- Based on the source code, and information provided by: Jules Bean, Scott
- Bigham, Matt Craighead, Joseph W. DeVincentis, Ben Harrison, Jason
- Holtzapple, Randy Hutson, Stephen S. Lee, Rick Lim, Steve Linberg, Ross
- Millikan, Adam Schenker, Andrew Schoonmaker, Cliff Stamp, Billy Tanksley,
- Charles F. Teague II, Pat Tracy, Otto Martin, Tom Harris, Mynstral, David
- Thornley, Eytan Zweig, pelpel, Chris Kern, Leon Marrick and others.
-
- ----------------------------------------------------------------------------
- Table of Contents
- ----------------------------------------------------------------------------
- Angband FAQ - Part One:
-
- 1. General Information
- a. What is Angband?
- b. Who is Morgoth?
- c. On what computers can I play?
- d. What is the latest version?
- e. How do I get the latest version of this FAQ?
- f. Who's the current maintainer?
- g. Version History
- 2. Obtaining Angband and related material
- a. How to get Angband
- b. FTP sites
- c. WWW sites
- d. The Angband Newbie Guide (TANG)
- 3. Technical Information
- a. Expanding ZIP archives
- b. How do I use an old savefile or savefile from another platform?
- c. What is a "patch"?
- d. How do I compile Angband myself?
- 4. Creating Characters
- a. What is maximize mode?
- b. What is preserve mode?
- c. Player stat creation
- d. Birth options
- 5. Gameplay Questions
- a. How do I set game options and what do they mean?
- b. What effect does turning off haggling have on the price of items?
- c. How does shopkeeper rotation work?
- d. What is auto-scum?
- e. How do the cheating options work?
- f. What are the messages I get upon entering a new level?
- g. What causes a "special" feeling?
- h. How do I exchange weapons in Angband?
- i. What do the minuses in the name of a piece of armor mean?
- j. The game tells me that I must "Study" but I can't learn any new
- spells. What is going on?
- k. How does the fractional speed system work?
- l. How do I autopickup my ammunition?
- m. Introduction to macros
- n. How do I save macros?
- 6. Questionable gameplay techniques
- a. Savefile abuse
- b. Stair-scumming
- c. Monster farming
- d. Summoning/Polymorphing
- 7. About rec.games.roguelike.angband
- a. General notes
- b. Glossary of terms
- c. Questions on r.g.r.a
- d. Victory (or YAWP) posts
- e. Stupid Death (or YASD) posts
- f. Why do so many players seem to dislike or even hate Nethack?
- g. What's the weird code in some people's .sigs?
- h. Angband IRC
- 8. Suggestions for future versions that have been considered
- a. I've got this really great idea for Angband ...
- b. Let the player store money in his/her home.
- c. Increase the player's carrying capacity.
- d. Let players give or sell their items to other players.
- e. I want a real-time multi-player Angband!
- f. Increase the size of the player's home
- g. Allow the player to wear a ring on each finger
- h. Allow the player to load saved games after death
- i. Dungeon levels should be persistent
- 9. Programming Questions
- a. Where can I obtain the source code?
- b. To what extent can I modify the source and release modified
- versions?
- c. Is there any easy way for a non-programmer to hack the game?
- d. What are the *_info.txt files?
- e. I know how to program C, where can I get an introduction to
- Angband programming?
- f. C is ugly, can't I program in Lisp instead?
- g. Why doesn't wizard mode work in the version that I have?
- h. What is the borg? Why doesn't it appear in the version that I
- have?
- i. How do I use the borg?
- j. How do I generate auto-spoilers?
- k. What is CVS?
- 10. Variants
- a. Angband Variant FAQ
- b. What is OAngband-style Combat?
- c. What is the JLE patch?
- 11. Miscellaneous
- a. The game says that I'm missing a spellbook when I try to learn
- some new spells. What's the reason for this?
- b. What happened to player ghosts?
- c. What license is Angband distributed under?
-
- ----------------------------------------------------------------------------
- Angband FAQ - Part One
- ----------------------------------------------------------------------------
-
- ----------------------------------------------------------------------------
- 1. General Information
- ----------------------------------------------------------------------------
-
- 1a. What is Angband?
- ----------------------------------------------------------------------------
- Angband is a single-player, text-based, dungeon simulation derived from the
- game Moria, an enhancement of the old unix game Rogue. It is often described
- as a "roguelike" game because the look and feel of the game is still quite
- similar to Rogue.
-
- Angband features many enhancements over Moria: unique foes, artifacts,
- monster pits and vaults to name a few. Many of these new creatures and
- objects are drawn from the writings of J.R.R Tolkien, although some of the
- monsters come straight from classical mythology, Dungeons & Dragons,
- Rolemaster, or the minds of the orginal Angband coders.
-
- The ultimate goal of the game is to develop a character strong enough to
- defeat Morgoth, who lurks around dungeon level 100. Upon doing so, you will
- receive the exalted status of "winner" and your character may retire.
-
- Angband is a reference to Morgoth's "prison of iron."
-
- 1b. Who is Morgoth?
- ----------------------------------------------------------------------------
- Morgoth was 'the Dark Enemy of Middle-Earth' during its First Age. He was
- banished by the Valar (offspring of Eru, "god" of J.R.R. Tolkien's world) at
- the end of the First Age and thus never appears in The Lord of the Rings,
- set during the Third Age. Sauron, who does figure into those tales, was the
- most powerful of his servants. Read Tolkien's 'The Silmarillion' for more on
- the legends of Middle-Earth.
-
- 1c. On what computers can I play?
- ----------------------------------------------------------------------------
- The most recent version of Angband can be played on Unix (including Linux
- and X Windows), Acorn, Amiga, Macintosh, Power Macintosh, Mac OS X, Windows,
- 286, 386 and OS/2-386 systems. Pre-compiled binaries for most of these
- systems are available. With the introduction of version 2.7, it has become
- much simpler to port the code to any machine with a decent C compiler. See
- the source code and question (3d) for more details.
-
- In particular, there is a version of Angband for PocketPC (formerly Windows
- CE) available at <http://mirrors.mksecure.com/angbandce/>, but there isn't a
- version of Angband for PalmOS, although you can get ports of iRogue and
- uMoria for PalmOS at <http://roguelike-palm.sourceforge.net/>.
-
- 1d. What is the latest version of Angband?
- ----------------------------------------------------------------------------
- Angband 3.0.3 is the most recent stable version.
-
- 1e. How do I get the latest version of this FAQ?
- ----------------------------------------------------------------------------
- Both parts of the FAQ are posted to rec.games.roguelike.angband fortnightly,
- although Part Two is currently in hiatus, pending updating. Part One is an
- official Usenet FAQ and is also posted to rec.games.roguelike.announce,
- rec.answers and news.answers.
-
- Part One (as an official Usenet FAQ) is archived at rtfm.mit.edu
- <ftp://rtfm.mit.edu/pub/usenet/news.answers/games/roguelike/angband-faq> and
- at www.faqs.org <http://www.faqs.org/faqs/games/roguelike/angband-faq>
-
- Part One of the FAQ is available on the FTP site in both HTML and text
- forms:
-
- * Angband FAQ Part One as HTML
- <ftp://clockwork.dementia.org/angband/Help/angfaq1.html>
- * Angband FAQ Part One as text
- <ftp://clockwork.dementia.org/angband/Help/angfaq1.txt>
-
- 1f. Who's the current maintainer?
- ----------------------------------------------------------------------------
- Robert Ruehlmann (rr9@angband.org) is the current maintainer of Angband.
-
- 1g. Version history
- ----------------------------------------------------------------------------
- This would be incomplete without a short Moria history as well:
-
- The first version of Moria was was written by Robert Alan Koeneke and Jimmey
- Wayne Todd Jr in 1983 for VAX machines. It was ported to Unix in 1987 under
- the name 'Umoria' and further maintained by James E. Wilson.
-
- In 1990, Alex Cutler and Andy Astrand, students at the University of
- Warwick, England, decided to write a Tolkien-based game based on Umoria
- 5.2.1 and Angband was born. Their intentions were to keep, or even
- strengthen, Moria's firm grounding in Tolkien lore. Their original changes
- included greatly expanded monsters and items (including uniques and
- artifacts), level feelings, pseudo-ID, activation, monster pits and vaults.
- The resulting heavily-customized Moria was not intended for outside release,
- but merely as a local version of Moria, to run only on Warwick's Unix
- system. Sometime in its development, before it was released and ported, the
- existing Unix code got the unlikely version number 'Angband 2.4.Frog-knows'.
-
- Over time, various people released various changes to Angband, including
- Sean Marsh, Geoff Hill, Charles Teague, and Charles Swiger. Ben Harrison,
- the immediate previous maintainer, performed a large and comprehensive
- cleanup of the code over several years, starting when he released version
- 2.7.0.
-
- For a more detailed history, including current contributers, see the Angband
- help file "version.txt" for some more information.
-
- The oldest version of Angband still available is 2.4.Frog-knows, the source is
- available at
- <http://www.funet.fi/pub/unix/games/angband/Angband-2.4.x/source/old/ang-2.0.tar.Z>
-
- ----------------------------------------------------------------------------
- 2. Obtaining Angband And Related Material
- ----------------------------------------------------------------------------
-
- 2a. How to get Angband
- ----------------------------------------------------------------------------
- You can get Angband in several different ways. The most common is to
- download it from a FTP or WWW site, as listed in questions (2b) and (2c).
- You can download either a precompiled version (available for most platforms,
- except Unix/Linux), which you only need to decompress to run, or the source
- code, which you have compile yourself - see question (3d) on how to do this.
-
- Another way to get Angband is via CVS - see question (9j) for how to use
- CVS. If you have a Debian GNU/Linux system, the "angband" package is
- available in the non-free section. Angband is also sometimes sold on CD-ROMs
- containing many free games - while this method of distribution is not
- strictly permitted by the license, it is not a big deal. See question (11c)
- for more detail on this.
-
- 2b. FTP sites
- ----------------------------------------------------------------------------
- There are several useful Angband FTP sites. These FTP sites are often not
- accessible with the FTP function of a web browser. If you experience
- trouble, make sure your browser is using passive FTP or try a non-web
- browser FTP client. To learn how to use FTP, read the Roguelike Games FAQ
- <http://www.faqs.org/faqs/games/roguelike/info-ftp/index.html>, posted every
- week to rec.games.roguelike.misc.
-
- * Official Angband Development FTP site
- <ftp://clockwork.dementia.org/angband/>
- * Official Angband Mirror FTP site
- <ftp://ftp.greyhelm.com/pub/Games/Angband/Angband-2.7.x/>
- * European Angband Mirror FTP site
- <ftp://ftp.sunet.se/pub/games/Angband/>
- * Australian Angband Mirror FTP site
- <ftp://ftp.planetmirror.com/pub/angband/>
-
- 2c. WWW sites
- ----------------------------------------------------------------------------
- There are lots of Angband WWW sites. Quite a few are geared towards
- particular variants or platforms.
-
- * Official Angband Home Page <http://www.thangorodrim.net>
- * Angband code page - put it in your .sig
- <http://www.harris.ukgateway.net/angband/code.html>
- * Angband Links page at Thangorodrim - lists many, many Angband sites
- <http://www.thangorodrim.net/links.html>
-
- 2d. The Angband Newbie Guide
- ----------------------------------------------------------------------------
-
- An excellent source of gameplay information is available from The Angband
- Newbie Guide (TANG), by Chris Weisiger. TANG is available in the in-game
- help system, or from <http://www.thangorodrim.net/TANG/index.html>
-
- ----------------------------------------------------------------------------
- 3. Technical Information
- ----------------------------------------------------------------------------
-
- 3a. Expanding ZIP archives
- ----------------------------------------------------------------------------
- When using "PKUNZIP" to expand a distribution archive, be sure to use the
- '-d' option to create the 'lib' subdirectories, or they will have to be
- created by hand. This is not necessary with "WinZip". On Linux or Unix
- systems, use the '-aL' command line options to "unzip" so that text files
- are converted to UNIX (LF) end-of-line format.
-
- 3b. How do I use an old savefile or savefile from another platform?
- ----------------------------------------------------------------------------
- The latest version of Angband only imports savefiles from version 2.9.0 or
- newer. If you want to import from version older than 2.9.0, including
- MacAngband 1.0 - 2.0.3 and PC Angband 1.4, you will first have to import it
- into Angband 2.9.3, and then into Angband 3.0.3. However, some older
- savefiles will lose some information during the import (for example,
- pre-2.7.8 savefiles may lose all or part of the monster memory and/or object
- memory).
-
- Savefiles are platform-independent. Be sure to use 'binary' FTP if that is
- your method of transfer. On a Macintosh, use the Import... menu item to
- import savefiles lacking the proper type ('SAVE') and creator ('A271').
-
- 3c. What is a "patch"?
- ----------------------------------------------------------------------------
- A patch is a modification to Angband that alters the game in some way. Some
- patches add more features to the game, while others change the gameplay.
- Many patches are available from the patch page on Thangorodrim
- <http://www.thangorodrim.net/development/patches.html>
-
- The method of installing patches varies from patch to patch. For example, a
- LUA patch only requires placing some files in 'lib/script'; many others
- require the game to be recomplied. For the patches that require
- recompilation, there are sometimes pre-compiled patched versions available.
- If you want to apply multiple patches, you'll almost certainly have to
- compile your own copy of Angband.
-
- 3d. How do I compile Angband myself?
- ----------------------------------------------------------------------------
- To compile Angband, you need two things - a C compiler, and the Angband
- source. You can get the source from the FTP sites listed in question (9a).
- Most unix systems (including Linux) come with a C compiler (either cc or
- gcc). For Windows, you'll need to have either a commercial C compiler, eg
- Microsoft Visual C++ or Borland C, or download a free C compiler, eg DJGPP
- (will only make DOS versions of Angband) or Cygwin. For Macintosh, the
- commercial C compilers available are Metrowerks Codewarrior (at least
- version 5 to compile recent Angband version), while the Macintosh
- Programmer's Workshop is free from Apple (although this is untested with
- recent versions).
-
- Once you have both of these, go into the "./src" directory, and edit the
- appropriate "makefile.???" (??? = mac for Mac, ami for Amiga etc.) for your
- system, and config.h to set the compile-time options you want. Or, if you
- have a unix system, you could try the autoconf system - type "./configure"
- to use this. Then you can start the compilation, either by typing "make" or
- selecting the appropriate menu option in your compiler.
-
- The above are only general instructions - for more detail about compiling
- Angband for your particular system, see the Thangorodrim compiling page
- <http://www.thangorodrim.net/compiling.html>
-
- ----------------------------------------------------------------------------
- 4. Creating Characters
- ----------------------------------------------------------------------------
-
- 4a. What is maximize mode?
- ----------------------------------------------------------------------------
- All characters receive stat modifiers based on their race and class
- (Half-Trolls get an INT penalty, Priests get a WIS bonus, and so forth). The
- maximize mode flag determines how these modifiers are applied to the
- character's actual stats. Since this obviously affects character creation,
- the value of this flag must be chosen before you create your character
- (birth options).
-
- As an example of how this works, imagine rolling up a High-Elf Mage.
- High-Elf Mages receive a combined racial and class bonus of +6 to INT; for
- purposes of illustration, let's say the stat roller rolls a 17 INT (the
- highest possible value before modification).
-
- In non-maximize mode, the +6 bonus is applied much as if the character
- quaffed six Potions of Intelligence. The positive side of this is that your
- character can get a starting INT of around 18/70, since each "potion" can
- give them more than 10 percentiles once they are past 18. The negative side
- of this is that this 18/70 is now your character's base INT, and without
- stat-boosting items, he/she can only push their base INT up to 18/100.
-
- In maximize mode, the +6 bonus is applied as though the character had
- swallowed a Ring of Intelligence (+6). The negative side of this is that
- your character can't get a starting INT above 18/50 (17 plus the +6 "ring"
- bonus). The positive side of this is that although the effective INT is
- 18/50, the base INT is only 17; once you've pushed your character's base INT
- up to 18/100, the effective INT without stat-boosting items will be 18/160!
-
- On the flip side, our High-Elf Mage also gets a combined -4 penalty to STR.
- In non-maximize mode, this is treated like quaffing four Potions of
- Weakness, but your character's STR can still be increased all the way up to
- 18/100. In maximize mode, you've effectively got a Spleen of Weakness (-4),
- which means that your character's maximum possible effective STR, without
- stat-boosting items, is 18/60 (18/100 base plus the -4 penalty).
-
- In summary, then in non-maximize mode, your character will get bettter
- starting stats, and all stats will max out at 18/100. This typically makes
- the early game easier, while in maximize mode, your character's starting
- stats aren't as good, but the primary stat(s) will max out above 18/100,
- while the "off" stats will max out below 18/100. This typically makes the
- end game easier.
-
- [Contributed by Scott Bigham]
-
- 4b. What is preserve mode?
- ----------------------------------------------------------------------------
- "Preserve mode" is named because having the mode on preserves artifacts.
-
- Characters created with preserve mode off will sometimes get a "special"
- feeling upon entering a level. This means that the level contains a pit,
- vault, or artifact. Any artifact which is lying on the floor when the player
- leaves the level will be lost forever.
-
- Characters created with preserve mode on do not get the "special" feeling,
- but as long as an artifact is not identified, it will show up again. (If you
- ID an artifact and leave it on the floor it will disappear forever once you
- leave the level.)
-
- See questions (5f) and (5g) for more information on level feelings.
-
- [Contributed by Chris Kern]
-
- 4c. Player stat generation
- ----------------------------------------------------------------------------
- Once you have chosen the race/sex/class of your character, their stats will
- be generated. There are several methods to do this, which one is used will
- depend upon what birth options are set (see question (4d)):
-
- Autoroller
- You will be presented with a list of the six character statistics (STR,
- INT, WIS, DEX, CON, CHR) and their maximum possible values for your
- race/class. Enter the minimum desired value for each stat, or leave it
- blank to accept any value. Once you have done this for all the stats,
- characters are rolled up until one that meets the minimums you gave is
- obtained. You can then accept or reject this character - if you reject
- it, more characters are rolled up until another one that meets your
- minimums is created.
- Point-based
- Each of your internal statistics starts at 10, which you can increase
- by spending some of your 48 points. The number of points required to
- increase a stat increases relative to how many points you've already
- put into that stat. Any points not used are added to your starting gold
- at 100 GP per point. Non-mamixise mode does not give better starting
- stats than maximise mode with point-based generation.
- Basic
- If you don't select point-based or autoroller, characters are rolled up
- one at a time and presented for you to accept or reject.
-
- 4d. Birth options
- ----------------------------------------------------------------------------
- Birth options are game options (see question (5a)) that only affect starting
- characters. Any changes you make to the birth options will take effect the
- next time you create a character. During character creation, you will be
- asked if you want to modify the options; this is the only time you can
- change birth options and have an effect on the current character. In some
- variants you have to press the "=" key to set the birth options during
- character creation. Some birth options (and the questions that have more
- detail on them) are maximise (4a), preserve (4b) and ironman (7b) modes,
- whether the autoroller or point based systems are used (4c), and whether to
- cheat death (5e).
-
- ----------------------------------------------------------------------------
- 5. Gameplay Questions
- ----------------------------------------------------------------------------
-
- 5a. How do I set game options and what do they mean?
- ----------------------------------------------------------------------------
- They are set using the "=" command. To see what the various options mean,
- access the List of Options help menu with the "?" command. Doing this while
- in the options menu will jump you to the help section for the option that is
- currently selected.
-
- 5b. What effect does turning off haggling have on the price of items?
- ----------------------------------------------------------------------------
- Turning off haggling causes all prices to be determined as the "best" price
- that could have been acheived via haggling, modified by a special ten
- percent "transaction tax". This tax is not applied if haggling would not
- have been necessary in the first place (if the item is very cheap or very
- expensive, or you have a good haggling history for the item, or you have a
- good haggling history with the shopkeeper). So, normally, it is possible to
- get a better deal by taking the time to actually haggle with a shopkeeper.
-
- 5c. How does shopkeeper rotation work?
- ----------------------------------------------------------------------------
- The shopkeepers will change, but this can take a long time. Be patient. When
- they do change, all items in the shop are marked down by various percentages
- (from 10-90%) and all haggling and insult counters are reset.
-
- Different shop owners will give different prices for items for various
- reasons, and no shop owner will ever pay more for an item then the amount
- mentioned in the header of the shop's inventory list, which varies from
- 5000-30000.
-
- 5d. What is auto-scum?
- ----------------------------------------------------------------------------
- With autoscum enabled, the Angband dungeon generator will stop only on
- levels that it considers "good enough". The deeper in the dungeon your
- character, the "better" the level must be. See question (5f) for an
- explanation of what contributes to this calculation.
-
- If your character is not in preserve mode, the game will always stop on any
- "special" level.
-
- 5e. How do the cheating options work?
- ----------------------------------------------------------------------------
- Enabling any of the cheating options will mark the current savefile as a
- "cheater", and your character will be unable to make the high score list.
- Each option activates some special behavior which may make the game easier
- in some way.
-
- The various "peek into xxx creation" cheating options will cause the game to
- announce the creation of "interesting" occurances of the relevant topic. The
- "peek into something else" option will cause the game to accounce all
- changes involving shops.
-
- The "know complete monster info" cheating option will grant your character
- complete information about every monster.
-
- The "allow player to avoid death" cheating option will allow your character
- to "cheat death" whenever he would normally die. This causes your character
- to be fully healed, and instantly teleported to the town level.
-
- 5f. What are the messages I get upon entering a new level?
- ----------------------------------------------------------------------------
- These are known as "level feelings" and give the general rating of the
- level. You will only get them when you enter a level if you've been on the
- previous level long enough. Otherwise you will get a "Looks like any other
- level" message. "Long enough" is 1000 game turns, adjusted by your speed.
- For a normal speed character, this would be 100 player turns. Many players
- say that only "good," "very good," "excellent," "superb," and "special"
- levels are worth exploring, but this of course a matter of opinion.
-
- Valuable objects, artifacts, pits, nests, vaults, out-of-depth creatures and
- out-of-depth non-cursed objects all contribute to the "rating" of a level,
- and thus to the resulting "feeling".
-
- 5g. What causes a "special" feeling?
- ----------------------------------------------------------------------------
- A "special" feeling (about a level) only occurs if, when the level was first
- created, it contained an artifact, a monster pit, a monster nest, or a
- vault. As your character gets deeper in the dungeon, there is less of a
- chance that monster pits, monster nests, and vaults will cause "special"
- feelings. See the spoiler "dungeon.spo" for more detail. If you are playing
- in preserve mode, you will never receive a "special" feeling.
-
- 5h. How do I exchange weapons in Angband?
- ----------------------------------------------------------------------------
- There is a fairly simple way to exchange weapons using a default macro.
- Using the "{" command, inscribe your "primary" weapon with "@w1@w0", and
- your "secondary" weapon with "@w2@w0". The "X" command will then switch
- between the two, and you will be also be able to use the command "w1" and
- "w2" to explicitly wield the primary and secondary weapons, respectively.
-
- 5i. What do the minuses in the name of a piece of armor mean?
- ----------------------------------------------------------------------------
- This is a to-hit penalty for wearing heavy or inflexible armor. Such armor,
- if not identified, will not show the penalty but it will still be in effect.
-
- 5j. The game tells me that I must "Study" but I can't learn any new spells.
- What is going on?
- ----------------------------------------------------------------------------
- Your character is missing one of the more powerful books containing spells
- that s/he can learn. See question (11a) for more detail.
-
- 5k. How does the fractional speed system work?
- ----------------------------------------------------------------------------
- Basically, time passes in the world in small units called "game turns", and
- during every "game turn", each entity (the monsters and the player) receives
- some "energy" points, based on its "speed" rating. When an entity acquires
- at least 100 energy points, they must perform some action (such as move or
- attack or rest) which consumes some of their energy points. The higher the
- "speed" rating, the faster "energy" points are acquired, so more actions can
- be performed in a given number of "game turns".
-
- A "normal" entity has a speed of 110, and receives 10 energy points per game
- turn. A "slow" entity has a speed below 110, and receives between 1 and 9
- energy points per game turn. A "fast" entity has a speed above 110, and
- receives between 11 and 49 energy points per game turn. Note that the number
- of energy points received per game turn is approximately equal to the speed
- minus 110, but the actual equation is more asymptotic. The current speed of
- your character, if not "normal", is displayed as "Slow (-N)" or "Fast (+N)",
- indicating the distance of the speed from "normal".
-
- The most obvious effect of speed is in combat, but it also affects the rate
- of food consumption (extremely fast characters must be careful not to
- starve), and the number of "player turns" that a character must spend on a
- level to get a level feeling on the next.
-
- 5l. How do I autopickup my ammunition?
- ----------------------------------------------------------------------------
- Inscribe (the "{" command) it with "=g", then whenever you walk over an item
- that's the same as one inscribed with "=g" in your inventory, you will
- automatically pick it up. For more useful inscriptions (including how to
- stop fighting with your shovel), read the Really Quick Guide to Magic
- Inscriptions <http://www.fragment.com/~jl8e/angband/inscriptions.html>
-
- 5m. Introduction to macros
- ----------------------------------------------------------------------------
- See the Angband help file "playing.txt" for a good introduction to macros,
- and to the "user pref files" in which they can be saved. Since macros are
- stored in user pref files, and not in your character's savefile, if you quit
- without saving your new macros to a user pref file, they will be lost.
-
- Angband will automatically load several "user pref files" when a character
- is loaded, for example, if I am playing a high-elf mage named "Fearless" on
- some kind of Macintosh computer, in graphics mode, then the user pref files
- "pref.prf", "graf.prf", "user.prf", and "Fearless.prf" will be autoloaded,
- which will themselves load "pref-mac.prf", "graf-mac.prf", "graf-xxx.prf",
- and "user-mac.prf". In this example, new macros sould be saved either in
- "user-mac.prf" or "Fearless.prf".
-
- A very in-depth treatment of macros is given in the Angband Macro FAQ
- <http://www.thangorodrim.net/help/macrofaq.txt>
-
- 5n. How do I save macros?
- ----------------------------------------------------------------------------
- Use the "%" command. Option 2, "Dump macros," will allow you to save all the
- current macros into a user pref file. There is currently no way to only save
- newly added macros. If you are on a multiuser system, all pref files will be
- saved to ~/.angband/Angband, otherwise they will be in the 'lib/user'
- directory.
-
- ----------------------------------------------------------------------------
- 6. Questionable Gameplay Techniques
- ----------------------------------------------------------------------------
-
- 6a. Savefile abuse
- ----------------------------------------------------------------------------
- Angband follows the same behavior when a character dies as many of the other
- rogue-like games. When a character dies, that's it, game over. Information
- on monsters that the character has seen (monster memory) is retained, but
- the player must start again. This is in contrast to most fantasy
- role-playing computer games that let you restore your game from a savefile
- if you die. Angband also differs from most commercial games in that there is
- no puzzle solving as such.
-
- This behavior has given rise to backup savefile abuse, which entails making
- a copy of the savefile to another part of your disk, and in the unfortunate
- event of death, moving it back to its original location and restoring the
- game.
-
- Almost everyone uses backup savefiles at the start, but as soon as your
- players stop dying with great frequency, you should probably stop using
- them. Your play experience will become more rewarding as a result. You
- certainly do not have to stop using backups, many players never do. As long
- as you enjoy the game, who cares? However, when posting winner posts to the
- newsgroup, you should note if you used backup savefiles.
-
- Note that it is possible to compile Angband with a variety of options which
- attempt to prevent savefile abuse and other security problems, but this
- normally only applies if you are using some version of UNIX.
-
- 6b. Stair-scumming
- ----------------------------------------------------------------------------
- Stair scumming is a technique primarily used to generate levels with
- artifacts (special weapons and items). It involves loitering around a
- stairway for a certain number of turns on a "non-special" level, then using
- the stairway to force the game to generate a new level. If the new level is
- not "special," the process is repeated.
-
- The technique may also be used to force the storekeepers in town to refresh
- their inventory of identify and word of recall scrolls, restore stat and
- life-level restore potions, and light sources, since they restock every
- 10000 game turns (1000 player turns for a character at normal speed). This
- is also known as "town scumming".
-
- The first type of scumming is a more serious abuse than the second.
-
- There has been much discussion on the newsgroup on how to restrict this type
- of abuse. It will likely remain unresolved because of the personal decision
- involved, i.e. you don't *have* to stair scum. Also, many of the proposed
- fixes (for this and other forms of scumming) have negative gameplay effects
- for people who don't stair scum.
-
- 6c. Monster farming
- ----------------------------------------------------------------------------
- Involves cloning monsters with good treasure drops in the hopes of getting
- good items and gaining experience. Effective with ancient dragons, wyrms,
- druj, and many others. Can be dangerous, considering the power of the
- monsters. Also used in regards to "worm farming," which is an easy (albeit
- boring) way to quickly gain experience at low levels.
-
- This leads to the "golf ball" trick, in which a golf ball is placed upon a
- key to hold it down. This then repeats a macro that performs the worm
- farming for you. For more details about this method, see the Angband Macro
- FAQ <http://www.thangorodrim.net/help/macrofaq.txt>
-
- Finally, when you don't have enough money to afford that Ring of Speed in
- the black market, you can engage in "townperson scumming", killing the
- people generated in town for the (small) amount of gold they drop. Since
- some townspeople are dangerous for low level characters and/or don't drop
- much money, this sort of scumming (like most others) is an exercise for the
- high-level and patient.
-
- 6d. Summoning/Polymorphing
- ----------------------------------------------------------------------------
- Summoning and polymorphing monsters at low experience levels can be
- dangerous if the new monster is more than your character can handle.
- Summoning deep in the dungeon is perilous for any character.
-
- ----------------------------------------------------------------------------
- 7. About rec.games.roguelike.angband
- ----------------------------------------------------------------------------
-
- 7a. General notes
- ----------------------------------------------------------------------------
- The newsgroup serves a dual-purpose role, supporting both game development
- and gameplay discussions. If you write new program code for the game, don't
- post it (unless it is really short); upload it to an ftp site and give a
- pointer. Also, since Angband and its variants are still in active
- development, this newsgroup has high traffic.
-
- 7b. Glossary of terms
- ----------------------------------------------------------------------------
- Common Abbreviations:
-
- * C?W - Cure (Light/Serious/Critical) Wounds
- * DSM - Dragon Scale Mail
- * FA - Free Action
- * GCV - Greater Checkerboard Vault
- * GoI - Globe of Invulnerability
- * HA - Holy Avenger
- * OoD - Orb of Draining
- * OOD - Out Of Depth
- * PDSM - Power Dragon Scale Mail
- * Phial - Phial of Galadriel
- * RGRA - rec.games.roguelike.angband
- * RLL - Potion of Restore Life Levels
- * RNG - Random Number Generator/Random Number God
- * RoS - Ring of Speed
- * WoR - Word of Recall
- * YAAD - Yet Another Annoying Death
- * YABWP - Yet Another Borg Winner Post / Yet Another Borg Winning Player
- * YACD - Yet Another Character Dump
- * YAFM - Yet Another Funny Message
- * YASD - Yet Another Stupid Death / Yet Another Silly Death
- * YASM - Yet Another Stupid Move / Yet Another Strange Message / Yet
- Another Silly Message
- * YAWP - Yet Another Winning Player / Yet Another Winning Post
-
- Definitions:
-
- * Borg - An automatic Angband player. Must be enabled at compile time.
- Precompiled versions of the game do not often come with the Borg.
- * Graveyard - a monster nest filled with undead creatures.
- * Ironman - a style of play in which you cannot go up stairs or recall to
- town once in the dungeon, and/or other restrictions. Can be enforced by
- setting birth options.
- * Nest - Similar to a pit, but containing an inner room and a random
- assortment of monsters of a given type. Monsters vary by depth, so a
- Nest deep in the dungeon can be very nasty.
- * Pit - A 19x5 room filled with a certain type of creature.
- * Vault - A special room that comes in two flavors, lesser and greater.
- They will often contain out-of-depth monsters and good items.
- * Vanilla - Angband itself is often called "Vanilla" when speaking of the
- many variants, which usually just have names with one or more letters
- tacked on it front of the word "Angband" (or sometimes, just "band").
- * *band - Angband and all its variants. Generally used when discussing
- features common to all (or most) variants.
- * Wizard Mode - Used mainly by Angband coders to debug the game. Allows
- object creation, telepathy, etc. It is enabled by default, but can be
- turned off at compile time.
- * Zoo - A monster nest filled with animals.
-
- See also the Angband acronym page
- <http://www.thangorodrim.net/acronyms.html>
-
- 7c. Questions on r.g.r.a
- ----------------------------------------------------------------------------
- Don't let the amount of technical information discussed deter you from
- asking a question, but do browse this FAQ (and the table of contents of Part
- Two as well) and read some recent postings before posting yourself.
- Questions on strategy, bug reports, suggestions, and amusing stories related
- to the game are all welcome.
-
- If you give hints, you should be fairly sure that you have accurate
- information (or you may qualify your statements with a comment on your
- uncertainty). Although there isn't any plot to speak of, information about
- monsters or items is considered spoilers by some, so it's polite to marked
- them with "SPOILER" in the subject line.
-
- 7d. Victory (or YAWP) posts
- ----------------------------------------------------------------------------
- Victory posts are where you get to boast of your crowning achievement, the
- defeat of Morgoth. A victory post commonly gives the equipment list and
- statistic screen for the lucky King or Queen (through the 'C' command), plus
- a short summary of the game including highlights such as especially lucky
- treasure finds or near-death experiences.
-
- With a victory post you should state some facts like which version of
- Angband you are playing and whether you used backup files, cheating options,
- wizard mode. If you are a die-hard player and win with a self-imposed
- restriction (like "no artifacts") mention this as well so others will shower
- you with even more glory.
-
- 7e. Stupid Death (or YASD) posts
- ----------------------------------------------------------------------------
- This is where you post your depressing stories about your poor, late alter
- ego. Other people may be able to empathize with you and console you; others
- may be able to offer tips so that you won't fall into the same trap again.
- Also, you teach others about your experience and help them avoid the same
- mistake you made. Posts that are in the form of a short, amusing tale often
- provoke a positive response from other readers of the group and do wonders
- at relieving stress.
-
- 7f. Why do so many players seem to dislike or even hate Nethack?
- ----------------------------------------------------------------------------
- Nethack's atmosphere is less serious than Angband and sometimes just plain
- silly. Many people enjoy and play both games, there is just a different
- philosophy behind Nethack. Also, Nethack thrives on hundreds of
- individually-scripted responses to different situations in the game (using
- an uncursed wand of wishing while confused might give a totally different
- result than using it while posioned on a full moon), while Angband tries to
- avoid these.
-
- 7g. What's the weird code in some people's .sigs?
- ----------------------------------------------------------------------------
- Some people place a copy of their Angband code in their .signature. The
- Angband code is similar to the Geek code and lists various things about your
- current character, playing style and thoughts on various aspects of Angband
- (and variants). You can encode your Angband code and decode others using the
- guide at the Angband Code page
- <http://www.harris.ukgateway.net/angband/code.html>. An example of an
- Angband code follows:
-
- A(2.9.1) DS "Niehao" HEM L:41 DL:2200' A+ R- Sp w:Ringil(+20,+23)
- A L H- D- ?c f- PV+ s- TT? d- P++ M+
- C? S- I+ So- B-- ac !GHB SQ? !RQ V?
-
- 7h. Angband IRC
- ----------------------------------------------------------------------------
- Want to talk to people in real time about Angband? Then join #angband on the
- WorldIRC network <http://www.worldirc.org/>. There's generally people active
- all through the day, from all around the world. The channel infobot,
- Gandalf, has many features, including searchable artifact spoilers for all
- major variants. There's also a stats page
- <http://everything.vaevictus.net/index.pl?node_id=424> and a gallery of some
- of the regulars <http://angband.oook.cz/gallery/>.
-
- ----------------------------------------------------------------------------
- 8. Suggestions For Future Versions That Have Been Considered
- ----------------------------------------------------------------------------
-
- 8a. I've got this really great idea for Angband ...
- ----------------------------------------------------------------------------
- While you are free to raise any Angband-related topic on rgra, there are a
- number of topics that have been discussed many times before. Therefore,
- before posting on any of the topics in this section, you should check the
- rgra archives at <http://groups.google.com/> and check to see if you really
- have something new to consider.
-
- Also, Angband and its variants have many things that are a matter of
- personal opinion, and so there is no often no "right" way that a particular
- feature should be. In any case, the opinions that matter are the variant
- maintainers'. So, if there's something that the variant maintainer refuses
- to change, consider starting your own variant and doing it your way, rather
- than argue over it with them.
-
- Another reason why suggestions are not used is that they would change
- aspects of Angband that are essential to its nature. Angband has a long
- history, and so has developed a certain character over the years. Some
- changes, while they might make a good game, or even a better game than
- Angband, would likely make a game that is not Angband. To some extent,
- variants exist to address this, but even so they tend to adhere to the core
- Angband principles.
-
- 8b. Let the player store money in his/her home.
- ----------------------------------------------------------------------------
- This would make the monetary theft attack useless.
-
- Omega features a bank. Nethack allows players to keep money in bags so it
- can't be stolen, but this allows the whole bag to be stolen!
-
- 8c. Increase the player's carrying capacity.
- ----------------------------------------------------------------------------
- This idea involves giving the player more item slots or the creation of
- items like "bags of holding."
-
- If the character was allowed to carry a nearly unlimited supply of items,
- then there would be no strategy involving careful selection of equipment and
- inventory, which is an integral part of the game.
-
- 8d. Let players give or sell their items to other players.
- ----------------------------------------------------------------------------
- That would make the game trivial for low level players with friends and make
- rare items much easier to acquire. The "pawn shop" in town falls into this
- category.
-
- In Nethack, players can do this indirectly, because its "bone" files contain
- the inventory of the dead player. The roguelike FAQ contains a list of
- multi-player roguelike games, where this might be an option.
-
- 8e. I want a real-time multi-player Angband!
- ----------------------------------------------------------------------------
- There are two variants that offer this - MAngband
- <http://www.mangband.org/>, which is based on Vanilla, and ToMENet
- <http://www.tomenet.net/>, which is based on Vanilla and ToME. For more
- details read the Angband Variants FAQ, detailed in question (10a).
-
- 8f. Increase the capacity of the player's home
- ----------------------------------------------------------------------------
- The limit on the size of the home is part of the game balance of Angband -
- it forces the player to make choices about what they store and what they
- throw out. There are occasionally suggestions about having museums in the
- town to store particularly bad junkarts etc. in (and they cannot be removed
- from the museum), and there have been a few patches posted to the newsgroup
- that do this.
-
- 8g. Allow the player to wear a ring on each finger
- ----------------------------------------------------------------------------
- Again, allowing the player to wear only two rings is a game balance
- decision. As it stands, the player is forced to consider which combination
- of rings is best for their situation, also rings are powerful enough that 10
- of them would make the player unstoppable.
-
- ToME allows possessors to wear more rings depending upon what body they are
- possesing, but this is balanced by bodies with many ring slots tending to
- not be able to wield a weapon or wear armour.
-
- 8h. Allow the player to load saved games after death
- ----------------------------------------------------------------------------
- This goes against a core premise of Angband (and many other roguelike
- games): that death is final. However, you can resurrect a dead character by
- loading the savefile in wizard mode, but doing so will mark the savefile,
- meaning that the character will not be able to make the high score list. It
- is trivial to get around this restriction by save-scumming (see question
- (6a)), but it is unlikely that a save-scum feature will ever be added to the
- game.
-
- Conversely, Angband will probably not make it harder to load saved games
- after death, for the simple reason that any measures it takes can be easily
- circumvented outside of the game, and also inconvienences the player. In the
- case of ADOM, which corrupts savefiles after a game is loaded, there exist a
- number of utilites to backup savefiles to prevent the loss of a character
- due to a (program or computer) crash.
-
- 8i. Dungeon levels should be persistent
- ----------------------------------------------------------------------------
- Angband requires the player to kill many monsters to obtain the experience
- and equipment necessary to kill Morgoth, however few monsters are generated
- on previously cleared dungeon levels. Also, storing the entire dungeon
- requires a great deal of memory, which would prevent Angband from running on
- low-end systems (yes, people still use them). Storing just the dungeon
- layout and other variations on persistent levels hav been discussed, but
- nothing much has come of them.
-
- Several variants have experimented with persistent levels, including
- GSNband. Nethack and ADOM also have persistent dungeon levels.
-
- ----------------------------------------------------------------------------
- 9. Programming Questions
- ----------------------------------------------------------------------------
-
- 9a. Where can I obtain the source code?
- ----------------------------------------------------------------------------
- The source code for the most recent version is available via anonymous FTP.
-
- * Official Angband Developement FTP site Source directory
- <ftp://clockwork.dementia.org/angband/Source/>
- * Official Angband Mirror FTP site Source directory
- <ftp://ftp.greyhelm.com/pub/Games/Angband/Angband-2.7.x/Source/>
- * European Angband Mirror FTP site Source directory
- <ftp://ftp.sunet.se/pub/games/Angband/Source/>
- * Australian Angband Mirror FTP site Source directory
- <ftp://ftp.planetmirror.com/pub/angband/Source/>
-
- 9b. To what extent can I modify the source and release modified versions?
- ----------------------------------------------------------------------------
- You are free to rewrite sections of the game code and release your own
- version of Angband, provided that you retain copyright notices and proper
- credits, and do not attempt to make a profit in any way. The license is
- discussed in more detail in question (11c).
-
- 9c. Is there any easy way for a non-programmer to hack the game?
- ----------------------------------------------------------------------------
- Figure out the format of the 'lib/edit/*.txt' files, edit them, delete the
- corresponding 'lib/data/*.raw' files (deleting them is not necessary in
- recent versions), and restart the game. This should not be done unless you
- know exactly what you are doing (or at least have a fairly good idea). These
- files should be treated in the same manner as "source code", and for those
- of you who do not know what this means, realize that changing such files may
- result in unusable savefiles and/or unexpected crashes. You have been
- warned!
-
- But don't let this warning scare you off. Most (if not all) of the
- 'lib/edit/*.txt' files have documentation describing their format at the top
- of the file. Changing values within each entry is not likely to mess up your
- game. However changing the order of entries, or what each item is does
- require a good knowledge of Angband internals, since there are still quite a
- few hardcoded limits.
-
- In any case, you should keep a seperate set of 'lib/edit/*.txt' files (or
- even a complete second copy of the game) for fiddling with rather than
- messing up the savefile of your character who's just about to take on
- Morgoth.
-
- Another way of changing the game is to write LUA scripts. LUA is a small
- scripting language embedded into Angband (version 3.0.0 and greater), ToME
- and ZAngband (recent development versions). Depending on the variant, you
- can add new races, classes, objects and stores. This is similar to editting
- the lib/edit/*.txt files described above, except that LUA is much easier to
- read.
-
- The main advantage of LUA, however, is that you can actually write small
- programs in it. For example, if you have a new spell you want to put into
- the game, you can define its effect as a combination of various other
- spells, add it to a spellbook and set its cost completely in LUA. You can
- also have LUA programs execute when certain events occur. This allows people
- who don't know C to customise the game to a greater extent than previously.
-
- 9d. What are the *_info.txt files?
- ----------------------------------------------------------------------------
- The 'lib/edit/*.txt' files used to be called *_info.txt (eg a_info.txt for
- artifacts, r_info.txt for monsters) instead of the current artifact.txt and
- monster.txt etc. However, since this change was only recently implemented,
- most variants (and people in the newsgroup) still call these the *_info.txt
- files.
-
- 9e. I know how to program C, where can I get an introduction to Angband
- programming?
- ----------------------------------------------------------------------------
- Have a look at <http://www.thangorodrim.net/development/index.html>,
- especially the "Angband coding style"
- <http://www.thangorodrim.net/development/coding_style.html> and "The Caveman
- Guide to Angband Programming"
- <http://www.thangorodrim.net/development/caveman-programming-guide.html>.
- These pages contain an introduction to the Angband codebase and programming
- style.
-
- Once you've read these, the best way to start learning is to make your own
- changes! Use the wizard mode to test (that's what it's there for) and pick
- up any bugs. Lather, rinse, repeat. However, it's probably best to start
- with simple changes, and not attempt to add/rewrite entire subsystems until
- you have a good idea of how the code works.
-
- 9f. C is ugly, can't I program in Lisp instead?
- ----------------------------------------------------------------------------
- Yes, you can. LAngband <http://langband.org/> is a reimplementation of
- Angband in Common Lisp. It is designed around a plugin strategy, with
- different variants as different plugins, although currently there only
- exists an (incomplete) Vanilla plugin. It also sports a new SDL-based
- interface using either ASCII or graphic tiles.
-
- 9g. Why doesn't wizard mode work in the version that I have?
- ----------------------------------------------------------------------------
- The debug commands are intended as a debugging tool for programmers. While
- it is enabled by default, your system administrator may have disabled it for
- space or other reasons on a multi-user system. You can always activate the
- debug commands by compiling your own version of Angband (or by getting
- somebody else to do it for you). Using the debug commands will "mark" your
- character's savefile, and you will be unable to make the high score list
- that character. See the source code for more information.
-
- 9h. What is the borg? Why doesn't it appear in the version that I have?
- ----------------------------------------------------------------------------
- The borg commands allow an automatic player to control your character. It is
- not currently enabled with most pre-compiled versions of Angband because of
- the additional memory and disk space required, but some special pre-compiled
- versions do include the borg commands. You can always activate the borg
- commands by compiling your own version of Angband (or by getting somebody
- else to do it for you). Using the borg commands will "mark" your character's
- savefile, and you will be unable to make the high score list that character,
- unless SCORE_BORGS is enabled at compile time. See the source code for more
- information.
-
- 9i. How do I use the borg?
- ----------------------------------------------------------------------------
- Use the "control-z" command to access the borg commands, if they have been
- included in the version you are using. When prompted, you may start the borg
- using the "z" key, and stop it by pressing any key. See the source code for
- more information. Be warned that the borg may contain bugs!
-
- 9j. How do I generate auto-spoilers?
- ----------------------------------------------------------------------------
- You must have a version compiled with ALLOW_WIZARD and ALLOW_SPOILERS, which
- is most versions these days. Enter wizard mode, then type control-a and a
- double quote (").
-
- 9k. What is CVS?
- ----------------------------------------------------------------------------
- CVS is a means of letting multiple developers work on the same project at
- once. It can also be used to non-developers (ie most of us) to download the
- most absolutely recent version of a game without waiting for an official
- release. This has some advantages and disadvantages: often bugs are said to
- be "fixed in CVS", which means that if you are suffering from a bug you
- should upgrade to the latest CVS version. However, since CVS is the
- development version, some features may be broken or not fully implemented.
-
- The Angband CVS can be accessed at <http://angband.oook.cz/cvs.php>. You
- will have to compile it yourself (see question (3d) for details). Scott
- Holder is currently doing daily compiles for Windows, which are available at
- <http://angbandcvs.homedns.org/>. A good guide on how to use CVS is the CVS
- HOWTO at <http://www.tldp.org/HOWTO/CVS-RCS-HOWTO.html>.
-
- ----------------------------------------------------------------------------
- 10. Variants
- ----------------------------------------------------------------------------
-
- 10a. Angband Variant FAQ
- ----------------------------------------------------------------------------
- Julian Lighton maintains an FAQ listing all the known Angband variants. It
- is posted regularly to the newsgroup, and is also available from
- <http://www.fragment.com/~jl8e/angband/faq.txt>. For each variant, it lists
- the most recent version, development status (active or inactive),
- author(s)/maintainer(s), web site and download location, as well as a brief
- description of the variant.
-
- 10b. What is OAngband-style Combat?
- ----------------------------------------------------------------------------
- Oangband-style combat de-emphasizes the number of blows and the plus to
- damage. The base damage dice are much more important, slays and brands are
- more powerful on weapons with low hit dice, and critical hits and the plus
- to hit make a greater difference.
-
- As of February '03, DrAngband (version 2.9.3+), ZAngband (2.4.0+), and
- Sangband (0.9.9+) use some version of it.
-
- Some people have expressed the opinion that OAngband combat should be
- adopted by Angband. However, this is not going to be done (at least in the
- near future) because too many people feel that such a fundamental change
- with major implications everywhere in the game should be reserved for
- variants rather than Vanilla (the same applies to a wilderness, set or
- random quests, lots of new races or classes, multiple dungeons, etc.).
-
- 10c. What is the JLE patch?
- ----------------------------------------------------------------------------
- The JLE patch (by Jonathan Ellis) is a set of files (*_info.txt and help)
- that alters the distributions and types of monsters, objects, and artifacts.
- It also adds many new items, most from D&D, or such variants as Oangband,
- PsiAngband, and Zangband.
-
- Many people feel that the JLE patch adds new interest to the dungeon at
- depths of 3000' and greater. It has been integrated into Angband since
- version 3.0.0, and many variants have adopted all or portions of it.
-
- It is available (with installation instructions) from the Thangorodrim patch
- page <http://www.thangorodrim.net/development/patches.html>.
-
- ----------------------------------------------------------------------------
- 11. Miscellaneous
- ----------------------------------------------------------------------------
-
- 11a. The game says that I'm missing a spellbook when I try to learn some new
- spells. What's the reason for this?
- ----------------------------------------------------------------------------
- You are missing a book containing spells that you can learn. More often than
- not, your character needs one of the books that can only be found in the
- black market or deep in the dungeon. Only 4 of the 9 mage or priest
- spellbooks are readily available in town.
-
- 11b. What happened to player ghosts?
- ----------------------------------------------------------------------------
- Player ghosts were removed in Angband 2.7.9, during a code cleanup by the
- then maintainer (Ben Harrision), who thought they were a hack. There have
- been proposals to put them back in, but none have come to fruition yet.
- Also, some variants (including DrAngband, OAngband and ToME) have
- reimplented player ghosts.
-
- 11c. What license is Angband distributed under?
- ----------------------------------------------------------------------------
- Angband has the following license:
-
- Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A.
- Koeneke
-
- This software may be copied and distributed for educational,
- research, and not for profit purposes provided that this copyright
- and statement are included in all such copies. Other copyrights
- may also apply.
-
- In addition:
-
- All changes made by Ben Harrison, Robert Ruehlmann, and many other
- Angband developers are also available under the GNU GENERAL PUBLIC
- LICENSE. Note that this doesn't influence the current
- distribution, since parts of the source are still only available
- under the old Moria/Angband license. Until all parts of Angband
- are distributed under the GPL the only valid license remains the
- original Moria/Angband license.
-
- This second license is due to an ongoing attempt to dual-license the source
- code under either the traditional license or the GPL (code-user's
- preference), but many of the earlier contributors are hard to reach for
- their permission to this change. There is more information about Angband and
- the GPL at <http://www.thangorodrim.net/development/opensource.html>
-
- So what does the above mean? Basically you can give Angband to anyone, but
- are not allowed to charge someone for it. In theory, you can't sell a CD
- containing Angband to someone, but in practice you could sell them a blank
- CDR, and then burn a copy of Angband for them on that CDR free of charge.
- Downloading off the internet etc. is all legal as well.
-
- If you are making a variant, the license does not compel you to release the
- sources. However, not releasing the sources is frowned upon by the Angband
- community, and it is likely that a large portion would not run it, either on
- principle or because they need the sources to compile for their particular
- system.
-
- There is more that could be said about the license, but it's boring legalese
- that would just clog up this FAQ. If you want further information, look at
- the above webpage, and browse the rgra archives at
- <http://groups.google.com>. Debates over the Angband license have a tendancy
- to get heated and most of the time don't accomplish anything. Be careful if
- you are considering raising this topic (especially along the lines of "I
- don't like the GPL.")
-
- ----------------------------------------------------------------------------
- ----------------------------------------------------------------------------
-